• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:45
CEST 07:45
KST 14:45
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash9[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple herO wins SC2 All-Star Invitational
Tourneys
RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
[ASL21] Ro24 Preview Pt2: News Flash ASL21 General Discussion Gypsy to Korea How Can I Add Timer & APM Count? A cwal.gg Extension - Easily keep track of anyone
Tourneys
[ASL21] Ro24 Group F [ASL21] Ro24 Group E Azhi's Colosseum - Foreign KCM Escore Tournament StarCraft Season 2
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9507 users

ZeroSpace Megathread - Page 3

Forum Index > General Games
190 CommentsPost a Reply
Prev 1 2 3 4 5 8 9 10 Next All
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
August 22 2023 20:32 GMT
#41
On August 20 2023 09:28 Yoshi Kirishima wrote:
It seems much more like a WC3 game than a SC2 game. 4 races, heros, units have more HP and battles last a while and can span across the map, creeps/objectives, mercenaries. Though I love WC3!


I think Stormgate is gonna feel more WC3'ish than Zerospace. The heroes didn't seem too impactful and rather when I think of Wc3 I think of really slow-paced with lots of time to micro a unit before it dies. I think Zerospace in terms of speed is more like 70% Starcraft and 30% wc3 which imo is a more appropriate ratio.
chongu
Profile Blog Joined February 2009
Malaysia2594 Posts
August 24 2023 03:02 GMT
#42
Not sure I'm seeing things wrongly. But the units vs units engagements feel like SC (excluding the heros/abilities), but the unit vs building feels like War3
SC2 is to BW, what coke is to wine.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2023-08-24 14:12:48
August 24 2023 13:37 GMT
#43
After watching a few games of this, it honestly made me less interested in the game. The pacing is just off imo, there don't seem to be units which would slow down the gameplay a little (though ofc this is probably mostly related to the economy rates), everyone is just building units which are fairly fast paced with constant action. A lot of action is great, but at least to me this feels like the equivalent of a marvel film where there is no space for downtime of any sorts, which makes everything appear less significant than it probably is (because there is no ebb and flow, no real dramaturgy to it).
I also just really don't like the unit appearances, they feel mostly uninspired, as if taken from other games and meshed together.
For as much as i like some design decisions on some level (for example making macro easier), there is also some form of void due to it. Eco Harassment in this game is just boring, while i think sc2 might go overboard with some things, there is at least a sense of tension and anticipation to see how well certain harass will do vs how well it is defended. In this game this just doesn't happen, things are too abstract, there is no moment of "oh will he lose 10+ workers", it's "oh one or two of these mineral things will be destroyed, hmm".

So yeah idk, in the abstract i like many things about it, but looking at the gameplay they have presented so far, it all feels very sameish.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hildegard
Profile Blog Joined November 2012
Germany348 Posts
August 24 2023 16:39 GMT
#44
For now I'm unable to form an opinion because I found the games hard to follow. The mini map as well as the spectator mod are not optimized, yet.
tl.net humour: https://www.kurtvonmeier.com/blog-1/2018/1/14/on-audio-alan-watts-and-g-spencer-brown-discuss-laws-of-form
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2023-08-24 18:31:04
August 24 2023 18:28 GMT
#45
On August 25 2023 01:39 Hildegard wrote:
For now I'm unable to form an opinion because I found the games hard to follow. The mini map as well as the spectator mod are not optimized, yet.

That plays into it for sure, but imo it's hard to follow mostly because of a lack of real identity in these factions AND units (so many units look very sameish + merc units being used by anyone just removes a lot of faction identity. Scarlett playing the plant faction while driving around these cars, sorry but that's just unappealing, it doesn't fit together; much of this is down to arguably generic and uninspired unit aesthetics though).
Plus the pacing of the game is weird, it seems like you really wanna macro up to like 3 bases instantly, and then you just pump a lot of units, trading them all over the place with other units / hero abilities and there really isn't anything else going on outside of that. I am not sure if this is mostly down to people not having figured out other approaches, but there is no real interesting harass going i'd say, there are basically no flying units seemingly which could add some new avenues for gameplay, it doesn't seem like there are any strong defensive units which can slow the game down a litte, so far the gameplay i have seen is action action action with no real sense for 'pacing'.

When i say pacing here i really mean a sense of structure, with different 'sections' which feel differently from each other, tools which allow each game to feel very differently too depending on what one goes for.
Now maybe this game allows that, but from what i have seen (about 6ish games) they felt very similar to each other, both in how they generally played out and interactions between the races (this could be down to the lack of identity).

Idk, if i was very harsh i'd say that this game feels more like a mod to me tbh, which isn't that exciting.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hildegard
Profile Blog Joined November 2012
Germany348 Posts
August 24 2023 19:11 GMT
#46
On August 25 2023 03:28 The_Red_Viper wrote:
Show nested quote +
On August 25 2023 01:39 Hildegard wrote:
For now I'm unable to form an opinion because I found the games hard to follow. The mini map as well as the spectator mod are not optimized, yet.

That plays into it for sure, but imo it's hard to follow mostly because of a lack of real identity in these factions AND units (so many units look very sameish + merc units being used by anyone just removes a lot of faction identity. Scarlett playing the plant faction while driving around these cars, sorry but that's just unappealing, it doesn't fit together; much of this is down to arguably generic and uninspired unit aesthetics though).
Plus the pacing of the game is weird, it seems like you really wanna macro up to like 3 bases instantly, and then you just pump a lot of units, trading them all over the place with other units / hero abilities and there really isn't anything else going on outside of that. I am not sure if this is mostly down to people not having figured out other approaches, but there is no real interesting harass going i'd say, there are basically no flying units seemingly which could add some new avenues for gameplay, it doesn't seem like there are any strong defensive units which can slow the game down a litte, so far the gameplay i have seen is action action action with no real sense for 'pacing'.

When i say pacing here i really mean a sense of structure, with different 'sections' which feel differently from each other, tools which allow each game to feel very differently too depending on what one goes for.
Now maybe this game allows that, but from what i have seen (about 6ish games) they felt very similar to each other, both in how they generally played out and interactions between the races (this could be down to the lack of identity).

Idk, if i was very harsh i'd say that this game feels more like a mod to me tbh, which isn't that exciting.


The cars for the plant faction truly felt weird. Regarding faction identity, asymmetric design without (or few) hard counters and without a dominating best strategy seems incredibly hard to achieve. They probably fell into the same trap like many before them and published something that looks kind of okay for marketing reasons. But I think to stand out and actually hype people a (RTS) game needs to be exceptional.

However, if this game has enough time I think it might get there, especially with the feedback from professional players they now get. But if this is close to the final product, then absolutely yes, this game will not work.


tl.net humour: https://www.kurtvonmeier.com/blog-1/2018/1/14/on-audio-alan-watts-and-g-spencer-brown-discuss-laws-of-form
Sent.
Profile Joined June 2012
Poland9288 Posts
August 24 2023 20:12 GMT
#47
I think it wouldn't be so jarring if those cars moved on tracks instead of wheels and had skins matching the faction they're supporting, e.g. green camo for the plant race.
You're now breathing manually
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2023-08-25 10:06:29
August 25 2023 10:04 GMT
#48
On August 24 2023 22:37 The_Red_Viper wrote:
After watching a few games of this, it honestly made me less interested in the game. The pacing is just off imo, there don't seem to be units which would slow down the gameplay a little (though ofc this is probably mostly related to the economy rates), everyone is just building units which are fairly fast paced with constant action. A lot of action is great, but at least to me this feels like the equivalent of a marvel film where there is no space for downtime of any sorts, which makes everything appear less significant than it probably is (because there is no ebb and flow, no real dramaturgy to it).
I also just really don't like the unit appearances, they feel mostly uninspired, as if taken from other games and meshed together.
For as much as i like some design decisions on some level (for example making macro easier), there is also some form of void due to it. Eco Harassment in this game is just boring, while i think sc2 might go overboard with some things, there is at least a sense of tension and anticipation to see how well certain harass will do vs how well it is defended. In this game this just doesn't happen, things are too abstract, there is no moment of "oh will he lose 10+ workers", it's "oh one or two of these mineral things will be destroyed, hmm".

So yeah idk, in the abstract i like many things about it, but looking at the gameplay they have presented so far, it all feels very sameish.


There has to be some positional strong units in the game (units that are cost effective against any number of opposing forces in certain positions). Without that I agree it's gonna be repetitive quite fast.

I noticed the same thing as you on the worker harassment thing as I was watching some more gameplay. The little we saw of harassment in this game was fairly boring. Economy harassment generally adds an interesting element to starcraft and at least some variety.

I worry that Zerospace has the wrong focus when it comes to adding variety. They believe that variety can come from combining mercs with different heroes. However, that seems to be "micro"-variety as opposed to playstyle variety. By playstyle variety I am thinking defensive vs harass vs aggressive.

If everything is similarly mobile and cost efficiency only comes down to micro, it becomes dull quite quickly.
Sent.
Profile Joined June 2012
Poland9288 Posts
Last Edited: 2023-08-25 11:35:44
August 25 2023 11:17 GMT
#49
To me it looked like they intentionally reduced the importance of worker harass. The "oooh!" moments are supposed to come from landing skillshots in skirmishes near economically important areas of the map. Something like teamfights near map objectives in MOBAs, where your goal is to get stuff that will make you slightly stronger in the future.

Mobas have uhhh positional variety too where some unit compositions are good in face to face battles while others are focused on outmaneuvering your opponents and striking where they're weak.

I'm not sure it's what I want to see in RTS but it's not like they're strictly dumbing the gameplay down. They're putting emphasis on different things.
You're now breathing manually
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
August 25 2023 12:09 GMT
#50
On August 25 2023 20:17 Sent. wrote:
To me it looked like they intentionally reduced the importance of worker harass. The "oooh!" moments are supposed to come from landing skillshots in skirmishes near economically important areas of the map. Something like teamfights near map objectives in MOBAs, where your goal is to get stuff that will make you slightly stronger in the future.

Mobas have uhhh positional variety too where some unit compositions are good in face to face battles while others are focused on outmaneuvering your opponents and striking where they're weak.

I'm not sure it's what I want to see in RTS but it's not like they're strictly dumbing the gameplay down. They're putting emphasis on different things.


No question that overpowering harass options in Sc2 became a bandaid fix to encourage multitasking and action. A more sound game encourages actual engagements. But I still think harass is fun and is supplementary to the core gameplay.
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2023-08-26 12:54:24
August 26 2023 12:46 GMT
#51
A big problem of mine is also that i simply don't see a lot of interesting micro in the game. For as much focus as there is on unit interactions in zerospace (which i actually like, i have argued for allocating the attention towards pvp interactions a lot), what i actually see of it looks pretty bland.
The abilities don't pop enough to make it exciting and there seems to be a big focus on abilities to begin with, as i've not seen a lot of variety of micro outside of that tbh. Surrounds / body blocking doesn't seem to be what they are going for at all, i've not seen any dropship kind of micro, i've not seen unit interactions in this game which felt interesting to me yet to say it bluntly.
I will once again stress that i think a big part of that could be the unit aesthetics and animations, as changing that could make the same interactions feel more satisfying without a doubt, but i don't think it is only that either.


edit:

Here is catz casting a bo3 between two devs, and yeah idk, doesn't seem inspiring to me. Just cannot connect to the lack (imo) of pace / rhythm in regards to the gameplay. Things happen, but nothing feels significant or exciting.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2023-08-26 14:06:10
August 26 2023 13:47 GMT
#52
> Here is catz casting a bo3 between two devs, and yeah idk, doesn't seem inspiring to me. Just cannot connect to the lack (imo) of pace / rhythm in regards to the gameplay. Things happen, but nothing feels significant or exciting.


How good were the devs? Looked like diamond level to me with very sluggish reactions. I also think micro interactions can be tweaked/refined over time. Adding dropship micro later on should be straight-forward.

I am much more worried about the gameplay primarily being balls of army moving around. I think that's much harder to properly address down the road.
Sent.
Profile Joined June 2012
Poland9288 Posts
August 26 2023 13:59 GMT
#53
You can't tell how good they are from those games. Harstem's play in his own video about Zerospace was sloppy too and he's a sc2 pro. PiG uploaded a game between Scarlett and GiantGrantGames and she did show some nice micro micro but if I didn't know it was her it might as well be nice diamond player micro.
You're now breathing manually
Latham
Profile Blog Joined May 2007
9571 Posts
August 26 2023 13:59 GMT
#54
On August 25 2023 21:09 Hider wrote:
Show nested quote +
On August 25 2023 20:17 Sent. wrote:
To me it looked like they intentionally reduced the importance of worker harass. The "oooh!" moments are supposed to come from landing skillshots in skirmishes near economically important areas of the map. Something like teamfights near map objectives in MOBAs, where your goal is to get stuff that will make you slightly stronger in the future.

Mobas have uhhh positional variety too where some unit compositions are good in face to face battles while others are focused on outmaneuvering your opponents and striking where they're weak.

I'm not sure it's what I want to see in RTS but it's not like they're strictly dumbing the gameplay down. They're putting emphasis on different things.


No question that overpowering harass options in Sc2 became a bandaid fix to encourage multitasking and action. A more sound game encourages actual engagements. But I still think harass is fun and is supplementary to the core gameplay.


Worker harass should be done by sending in a small force, a dropship or a burrower/nydus type of mechanic that delivers normal units inside the enemy base. Not specialized anti-worker units that can decimate a mineral line in 2 seconds when you're not looking.
One of the biggest reasons I quit Starcraft 2 was because of ridiculous, unfun units such as Oracles, Blue Flame Hellbats and Vipers being added into the game.
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/user/LathamTK/builds/#view=CrqmP6
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
Last Edited: 2023-08-26 14:09:05
August 26 2023 14:01 GMT
#55
On August 26 2023 22:47 Hider wrote:
Show nested quote +
> Here is catz casting a bo3 between two devs, and yeah idk, doesn't seem inspiring to me. Just cannot connect to the lack (imo) of pace / rhythm in regards to the gameplay. Things happen, but nothing feels significant or exciting.


How good were the devs? Looked like diamond level to me with very sluggish reactions. Not sure average Sc2 game would display a lot more micro. I also think micro interactions can be tweaked/refined over time.

I am much more worried about the gameplay primarily being balls of army moving around. I think that's much harder to properly address down the road.



That's just one example, there were also games being played by scarlett and catz, which ofc looked a little more higher quality because the players are better, but i've not seen anything interesting there either. I just posted this one because i think most people wouldn't have seen it.


Well i think these things are all connected tbh, it's very difficult to try and isolate say the big clumping from uninteresting unit interactions to micro potential and even as i said, how it is presented (unit aesthetics and animation design) right now as one really hasn't enough experience with it.
But just from a spectator pov, it feels fairly uninteresting to me, and i think all of these things play some role in that.


On August 26 2023 22:59 Latham wrote:
Show nested quote +
On August 25 2023 21:09 Hider wrote:
On August 25 2023 20:17 Sent. wrote:
To me it looked like they intentionally reduced the importance of worker harass. The "oooh!" moments are supposed to come from landing skillshots in skirmishes near economically important areas of the map. Something like teamfights near map objectives in MOBAs, where your goal is to get stuff that will make you slightly stronger in the future.

Mobas have uhhh positional variety too where some unit compositions are good in face to face battles while others are focused on outmaneuvering your opponents and striking where they're weak.

I'm not sure it's what I want to see in RTS but it's not like they're strictly dumbing the gameplay down. They're putting emphasis on different things.


No question that overpowering harass options in Sc2 became a bandaid fix to encourage multitasking and action. A more sound game encourages actual engagements. But I still think harass is fun and is supplementary to the core gameplay.


Worker harass should be done by sending in a small force, a dropship or a burrower/nydus type of mechanic that delivers normal units inside the enemy base. Not specialized anti-worker units that can decimate a mineral line in 2 seconds when you're not looking.
One of the biggest reasons I quit Starcraft 2 was because of ridiculous, unfun units such as Oracles, Blue Flame Hellbats and Vipers being added into the game.


Idk, typically there is overlap. Are mutalisks harass units? For sure, but you also could use them in engagements (the more mutas got cycled out in tvz the less interesting the matchup became imo). In bw in particular i think the micro potential of them was fantastic, though there they really were more of a harass unit tbh, at least in zvt.
I also think the current state of the oracle is quite fun, a good micro player's usage of it looks quite different from people who aren't able to move it as smoothly, and there is some potential for other usage too with its spells.
Where i generally agree is that a lot of the units seem to be a little too strong for casual play in particular when it comes to the ability to kill workers fast, ideally that would be toned down a little (though it's also a problem of sc2 pacing in general), but i don't think that having a general strength in harass is a problem per se. It's more a balancing thing than anything else imo.
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2023-08-26 14:23:52
August 26 2023 14:08 GMT
#56
On August 26 2023 22:59 Latham wrote:
Show nested quote +
On August 25 2023 21:09 Hider wrote:
On August 25 2023 20:17 Sent. wrote:
To me it looked like they intentionally reduced the importance of worker harass. The "oooh!" moments are supposed to come from landing skillshots in skirmishes near economically important areas of the map. Something like teamfights near map objectives in MOBAs, where your goal is to get stuff that will make you slightly stronger in the future.

Mobas have uhhh positional variety too where some unit compositions are good in face to face battles while others are focused on outmaneuvering your opponents and striking where they're weak.

I'm not sure it's what I want to see in RTS but it's not like they're strictly dumbing the gameplay down. They're putting emphasis on different things.


No question that overpowering harass options in Sc2 became a bandaid fix to encourage multitasking and action. A more sound game encourages actual engagements. But I still think harass is fun and is supplementary to the core gameplay.


Worker harass should be done by sending in a small force, a dropship or a burrower/nydus type of mechanic that delivers normal units inside the enemy base. Not specialized anti-worker units that can decimate a mineral line in 2 seconds when you're not looking.
One of the biggest reasons I quit Starcraft 2 was because of ridiculous, unfun units such as Oracles, Blue Flame Hellbats and Vipers being added into the game.


Surprised you didn't mention Widow Mine. Widow mine harassment is the most unfun thing to play against. Look away for 2 seconds and all your workers are gone.

Most harass in Sc2 feels better when players are on multiple bases with 80+ workers. In these situations harass isn't usually game-ending.

In fact, the whole game in Sc2 feels better when economy is much stronger for both players as they have an easier time replehensing their armies. I wish RTS game devs dared to be truly innovative and let players start the game with a reasonably strong econ because early gameplay can be way too volatile (and unskillful in terms of rewarding mechanics).
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2023-08-26 14:25:09
August 26 2023 14:13 GMT
#57
Well i think these things are all connected tbh, it's very difficult to try and isolate say the big clumping from uninteresting unit interactions to micro potential and even as i said, how it is presented (unit aesthetics and animation design) right now as one really hasn't enough experience with it.
But just from a spectator pov, it feels fairly uninteresting to me, and i think all of these things play some role in that.


In my ideal game, army sizes are larger, map is large, players work to secure and defend certain terroritories around the map using defensive/positional units + static defense. While simultaneously fighting on other parts of map to secure new areas. That type of gameplay can only work if it's possible for a few units/static defense to cost effectively defend against a much larger army.

If positional units are not cost effective in small numbers or don't exist, the only way you encourage multitasking is through overpowering harass-options in Sc2. I generally am in favor of overpowered medivacs and Warp Prism, but I want that to coexist along side units that can do well in small numbers (but that tends to be immobile).

ZeroSpace appears to have neither atm. Dropships/Banshees/Muta-type of units should be somewhat easy to add in/integrate into any type of RTS game if the devs want more harass.

However, getting the whole type of positional units right is much harder.

To improve how micro feels and look they can work on aesthetics, skill-shots, exactly how much damage they deals and ideal reaction time without adding any more multitasking. So I think micro and multitasking are somewhat separate problems. The latter being harder to fix (aside from overpowering harass-options).
nimdil
Profile Blog Joined January 2011
Poland3753 Posts
August 27 2023 18:59 GMT
#58
One of the things that stuck me when watching sample game is how weird these wheeled vehicles behave (unrealistic, really) and was wondering why no RTS incorporates different speeds for units on different surface types, which would actually make the decision of walker vs wheeled vs tracked more interesting. Then again maybe RTS can't possible contain such mechanic.
Southlight
Profile Blog Joined August 2007
United States11768 Posts
August 28 2023 02:12 GMT
#59
On August 28 2023 03:59 nimdil wrote:
One of the things that stuck me when watching sample game is how weird these wheeled vehicles behave (unrealistic, really) and was wondering why no RTS incorporates different speeds for units on different surface types, which would actually make the decision of walker vs wheeled vs tracked more interesting. Then again maybe RTS can't possible contain such mechanic.


Beyond All Reason
oraoraoraoraoraoraoraora
ROOTCatZ
Profile Blog Joined June 2005
Peru1226 Posts
Last Edited: 2023-08-28 22:59:29
August 28 2023 22:13 GMT
#60
We recently announced the ZeroSpace Kickstarter Tournament hosted by Wardi.

For anyone interested it is happening tomorrow:

📅Tuesday, August 29 at 6 PM CEST / 9 AM PDT
👁️Watch: https://www.twitch.tv/wardiii
🆚Single-elim mini tourney

Players are already in-training by separate coaches

Team Scarlett: DeMu & SortOf
Team CatZ: Clem & Fitzyhere

Progamerwww.root-gaming.com
Prev 1 2 3 4 5 8 9 10 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:00
Best Games of SC
Reynor vs Zoun
SHIN vs ByuN
herO vs sOs
Maru vs SHIN
Clem vs Bunny
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft552
Ketroc 44
StarCraft: Brood War
Sea 6259
Backho 258
ggaemo 255
Hm[arnc] 73
sSak 65
910 48
Dota 2
NeuroSwarm167
League of Legends
JimRising 683
Counter-Strike
Stewie2K887
Other Games
C9.Mang0227
Mew2King76
ToD11
Organizations
Other Games
gamesdonequick865
BasetradeTV132
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH249
• practicex 30
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1446
• Stunt393
Upcoming Events
RSL Revival
4h 15m
Maru vs MaxPax
BSL
13h 15m
RSL Revival
1d 1h
Cure vs Rogue
uThermal 2v2 Circuit
1d 8h
BSL
1d 13h
Afreeca Starleague
2 days
Wardi Open
2 days
Replay Cast
2 days
Sparkling Tuna Cup
3 days
Kung Fu Cup
4 days
[ Show More ]
The PondCast
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W1
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
ASL Season 21
CSL Season 20: Qualifier 2
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

CSL 2026 SPRING (S20)
IPSL Spring 2026
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.